
export const vertex = /*glsl*/` 
precision mediump float;
precision mediump int;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

attribute vec3 position;
attribute vec4 color;

varying vec3 vPosition;
varying vec4 vColor;

void main() {
    vPosition = position;
    vColor=color;
    gl_Position = projectionMatrix * modelViewMatrix*vec4(position,1.0);
} 
`;

export const fragment = /*glsl*/` 
precision mediump float;
        precision mediump int;

        uniform float time;

        varying vec3 vPosition;
        varying vec4 vColor;

        void main(){
            vec4 color=vec4(vColor);
            color.r += sin(vPosition.x*10.0+time)*0.5 ;
            gl_FragColor = color;
        }
`;